Remove most (outdated) images from manual to save space

This commit is contained in:
spherallic 2023-01-09 18:24:47 +01:00
parent aee1b9b7a0
commit 2d2df708ef
122 changed files with 31 additions and 381 deletions

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@ -260,20 +260,6 @@
<param name="Local" value="gzdb\features\general\multi_engines.html">
</OBJECT>
</UL>
<LI> <OBJECT type="text/sitemap">
<param name="Name" value="Scripting">
<param name="Local" value="gzdb\features\features.html#scripting">
</OBJECT>
<UL>
<LI> <OBJECT type="text/sitemap">
<param name="Name" value="Enhanced scripting workflow">
<param name="Local" value="gzdb\features\scripting\acs.html">
</OBJECT>
<LI> <OBJECT type="text/sitemap">
<param name="Name" value="Code Snippets">
<param name="Local" value="gzdb\features\scripting\snippets.html">
</OBJECT>
</UL>
<LI> <OBJECT type="text/sitemap">
<param name="Name" value="New features in Classic and Visual modes">
<param name="Local" value="gzdb\features\features.html#allmodes">
@ -404,7 +390,7 @@
</OBJECT>
<LI> <OBJECT type="text/sitemap">
<param name="Name" value="New features in Things mode">
<param name="Local" value="gzdb\features\features.html#things">
<param name="Local" value="gzdb\features\features.html">
</OBJECT>
<UL>
<LI> <OBJECT type="text/sitemap">
@ -422,7 +408,7 @@
</OBJECT>
<LI> <OBJECT type="text/sitemap">
<param name="Name" value="GZDB Visual mode">
<param name="Local" value="gzdb\features\features.html#visual">
<param name="Local" value="gzdb\features\features.html">
</OBJECT>
<UL>
<LI> <OBJECT type="text/sitemap">

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@ -27,7 +27,6 @@ If nothing is selected in Visual Mode, you can highlight a Light Thing and the
Select any sectors in Classic mode, or any surfaces in Visual Mode, then open the Color Picker window.
Sector color (&quot;lightcolor&quot; property) and Fade color (&quot;fadecolor&quot; property) can be set in this mode.
If nothing is selected in Visual Mode, you can highlight a surface and then open the Color Picker window to edit the color of the corresponding sector to which the highlighted surface belongs.</td>
<td><img src="colorpicker.jpg"/></td>
</tr>
</table>
</div>

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<p>Event lines can be toggled using the icon on the <a href="../general/rendering_toolbar.html">Rendering toolbar</a> or using the "<strong>Toggle Event lines</strong>" action.<br />
The Color of the event lines can be changed in <strong>Preferences -> Appearance</strong>.</p>
<p>Several things will happen when event lines are enabled:</p>
1. Arrows will be drawn to all action targets for currently highlighted item in 2D modes:
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="event_lines1.jpg" alt="" /></div>
1. Arrows will be drawn to all action targets for currently highlighted item in 2D modes.
<br /> 2. Order, in which patrol points and interpolation points are connected will be shown in Classic and Visual modes:
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="event_lines2.jpg" alt="" /></div>
<br /> 2. Order, in which patrol points and interpolation points are connected will be shown in Classic and Visual modes.
<br />3. Corresponding Polyobject Start Spots and Polyobject Anchors will be connected in 2D modes.
</div>
</body>

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@ -22,25 +22,6 @@
<p><b>Menu path:</b> Mode -&gt; Randomize.<br />
<b>Action category:</b> Transform.<br />
<b>Default key:</b> Ctrl-J.<br />
<table border="0" cellspacing="3" cellpadding="3">
<tr>
<td><strong>Before:</strong></td>
<td><strong>After:</strong></td>
</tr>
<tr>
<td><img src="jitter2.jpg" alt="" width="295" height="211" /></td>
<td><img src="jitter3.jpg" alt="" width="257" height="211" /></td>
</tr>
</table>
<p>This function can be applied to any kind of selection from both Classic and Visual modes.
Depending on selection type, different sets of settings can be used:<br />
<br />
When vertices or linedefs are selected in <strong>Vertices</strong> or <strong>Linedefs mode</strong>, or only walls are selected in <strong>Visual mode</strong>, you'll get this:</p>
<p><img src="jitter_verts.jpg" alt="" /></p>
<p>When sectors are selected in <strong>Sectors mode</strong>, or floors/ceilings are selected in <strong>Visual mode</strong>, you'll get this:</p>
<p><img src="jitter_sectors.jpg" alt="" /></p>
<p>When things are selected in <strong>Things</strong> or <strong>Visual mode</strong>, you'll get this:</p>
<p><img src="jitter_things.jpg" alt="" /></p>
<p>You can use <img src="jitter_update.jpg" alt="" width="22" height="24" /> button to update random values for a given property.</p>
<p>This function can be applied to any kind of selection from both Classic and Visual modes.</p>
</div>
</body>

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@ -18,18 +18,6 @@
</div>
<div id="contents">
<p>GZDB can synchronize the camera position between Classic and Visual modes. Unlike DB2, this doesn't require a Visual Mode Camera thing and it works both ways. Here's how it works: </p>
<p>Let's say you want to inspect that secret area in Visual mode:<br />
<img src="synch_cam1.jpg" alt="" width="736" height="512" /></p>
<p>Move the mouse cursor to the position where you want to appear in Visual mode, then go to Visual mode (default key is <strong>Q</strong>). You will appear there:</p>
<p><img src="synch_cam2.jpg" alt="" width="740" height="515" /></p>
<p>Then, let's say you've moved to an entirely different place without leaving Visual mode:</p>
<p><img src="synch_cam3.jpg" alt="" width="740" height="515" /></p>
<p>If you leave Visual mode now, the map will be centered at Visual camera's location:</p>
<p><img src="synch_cam4.jpg" alt="" width="736" height="512" /></p>
<p>If you don't like this behaviour, disable "<b>Synchronize camera position between 2D and 3D modes</b>" <a href="../../../w_preferences.html">Preferences</a> option.</p>
<h2>Additional keys:</h2>
<p>Holding <b>Shift</b> while switching to/from Visual mode will also synchronize selected map elements.<br />
Holding <b>Ctrl</b> while switching to/from Visual mode will temporarily disable camera synchronization (works only when "<b>Synchronize camera position between 2D and 3D modes</b>" <a href="../../../w_preferences.html">Preferences</a> option is enabled).</p>
<p>GZDB can synchronize the camera position between Classic and Visual modes. Unlike DB2, this doesn't require a Visual Mode Camera thing and it works both ways.</p>
</div>
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@ -23,48 +23,37 @@
</div>
<div id="contents">
<h2><strong>New Tag vs. Unused Tag:</strong></h2>
<p><img src="tags_newlabel.jpg" /><br />
Two methods can be used to assign a new tag to a map element.<br />
<p>Two methods can be used to assign a new tag to a map element.<br />
Pressing &quot;<strong>New</strong>&quot; button will find a tag number, which is not used by any map element or any action argument, which expects a tag (classic Doom Builder 2 behaviour).<br />
Pressing "<strong>Unused</strong>" button will find a tag number, which is not used by any map element of current type (e.g. not used by any linedef in the map, if the button is pressed in Edit Linedefs form).</p>
<h2><strong>Setting Tags relatively:</strong></h2>
<p>You can enter &quot;<strong>++N</strong>&quot; or &quot;<strong>--N</strong>&quot; as a tag to increase or decrease tags by <strong>N</strong>.</p>
<h2><strong>Setting Tag Ranges:</strong></h2>
<p>When several map elements are selected, you can set a tag range by entering "<strong>&gt;=N</strong>" or "<strong>&lt;=N</strong>" as a tag.<br />
<strong>Example:</strong> to tag selected sectors starting from 10 and going up, enter "<strong>&gt;=10</strong>" as the tag and press <strong>OK</strong> button:<br />
<img src="incremental_tags1.jpg" /><br />
<br />
The result:<br />
<img src="incremental_tags2.jpg" /><br />
<br />
<span class="style1">Warning:</span> setting tag ranges this way doesn't check if tags being set are already used in the map. If you need that functionality, set tag ranges using the <strong>Tag Range</strong> plugin.</p>
<h2><strong>Enhanced Tag Support:</strong></h2>
<table width="100%" border="0" cellspacing="3" cellpadding="3">
<tr>
<td valign="top">If a tag is already used in a map, you can pick it from the list:
<td valign="top">If a tag is already used in a map, you can pick it from the list.
</p></td>
<td><img src="tags_dropdown.jpg" alt="" width="398" height="400" /></td>
<td></td>
</tr>
<tr>
<td valign="top"><p>This also works for action arguments. Only relevant tags will be shown in this case (e.g. if an argument is a sector tag, only sector tags will be shown in the drop down).<br />
<strong>If you want, you can type the tag number manually.</strong></p></td>
<td><img src="tags_action_arg.jpg" alt="" width="400" height="329" /></td>
<td></td>
</tr>
</table>
<h2><strong>Tag Labels</strong>:</h2>
<p>You can add labels to tags. This can be done in several ways:<br />
1. If you type any text in the tag selector, then an unused tag number will be found, and your text will be assigned to it as a label (this won't work for action arguments).
<p><img src="tags_newlabel.jpg" />
<p>2. You can use the <strong>Tag statistics form</strong> to view all tags used in a map, and view and edit labels, if any are assigned to them:
<p><img src="tags_view1.jpg" alt="" width="264" height="399" /><br />
<br />
<img src="tags_table.jpg" alt="" />
<p>
<p>2. You can use the <strong>Tag statistics form</strong> to view all tags used in a map, and view and edit labels, if any are assigned to them.
<p>
<p>Double-click on a value in the &quot;<strong>Label</strong>&quot; column to edit the tag label.<br />
Double-click on Sectors, Linedefs or Things cells to select map elements, right click to open their properties.<br />
All columns are sortable.
<p>Tag labels support autocompletion. Start typing a tag label to show the autocompletion list:
<p><img src="tags_autocomplete.jpg" alt="" width="356" height="400" />
<p>When sort mode is set to &quot;By Tag&quot;, tag labels will be shown in the <strong>Tag Explorer</strong>:
<p><img src="tags_tagexplorer.jpg" alt="" width="285" height="311" />
<p>Tag labels support autocompletion. Start typing a tag label to show the autocompletion list.
<p>When sort mode is set to &quot;By Tag&quot;, tag labels will be shown in the <strong>Tag Explorer</strong>.
</div>
</body>

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@ -18,13 +18,6 @@
</div>
<div id="contents">
<p>GZDB allows you to test a map from any valid place in a map. Here's how it works: </p>
<p>Let's say you want to inspect that secret area in (G)ZDoom:<br />
<img src="synch_cam1.jpg" alt="" width="736" height="512" /></p>
<p>Move mouse cursor to the position you want to appear in the game, then use &quot;<strong>Test map from current position</strong>&quot; action (default key is <strong>Ctrl-F9</strong>). You will appear there:</p>
<p><img src="test_from_view2.jpg" alt="" width="740"/></p>
<p>This works from Visual mode as well. You will appear at Visual camera position:</p>
<p><img src="test_from_view3.jpg" alt="" width="740" height="515" /></p>
<p><img src="test_from_view4.jpg" alt="" width="740"/></p>
<p>GZDB allows you to test a map from any valid place in a map.</p>
</div>
</body>

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@ -16,12 +16,11 @@
<table width="100%" border="0" cellspacing="3" cellpadding="3">
<tr>
<td valign="top">The Image browser displays the directory structure of a Folder, PK3 and PK7 resource, allowing you to group and find textures easier.<br />
You can filter textures by texture size. If the current game configuration supports mixed textures and flats, you can filter textures by image type using this drop down:<br />
<img src="texture_types.jpg" alt=""/><br />
You can filter textures by texture size. If the current game configuration supports mixed textures and flats, you can filter textures by image type.<br />
<br />
<strong>Technical notice:</strong><br />
For textures defined in TEXTURES lump, the location of the first patch is used as texture path.</td>
<td><img src="texture_browser.jpg"/></td>
<td></td>
</tr>
</table>
</div>

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@ -18,7 +18,6 @@
</div>
<div id="contents">
<div style="float:right"><img src="drawsettingspanel.jpg" alt="" width="285" height="578" /></div>
<p> By default, when the new sector overlaps or touches existing sector, the editor uses textures, brighntess and floor/ceiling heights from that sector when drawing the new one. You can use Draw Settings Panel to override that behaviour.</p>
<p>Also, you can use this panel to remove textures from currently selected map objects, or replace the texures with currently selected overrides.</p>
</div>

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@ -23,7 +23,6 @@
<div id="contents">
<p>You can create <strong>custom linedef color presets</strong> to show linedefs with any combination of <strong>action</strong>, <strong>flags</strong> and <strong>activation</strong> using a specified color in 2D modes.</p>
<p>You can choose which presets to apply using the drop down menu on the main toolbar.<br />While the drop down is opened, hold <strong>Shift</strong> to toggle several items at once.<br />
<img src="linedef_color_presets_dropdown.jpg" />
</p>
<p><strong>Technical notice: </strong>color presets are evaluated from top to bottom, so if you have a setup like this:<br />
<span class="style1">"Any action" [no flags]<strong> [any action]</strong> [no activation]<br />
@ -31,6 +30,5 @@
then the "Slopes" preset will never be used.
</p>
<img src="linedef_color_presets.jpg" />
</div>
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@ -22,87 +22,5 @@ This mode lets you connect parts of existing geometry using Bezier curves.<br>
<b>Action category:</b> Drawing.<br>
<b>Default key:</b> Ctrl-B.<br>
<b>Additional actions:</b> Increase Subdivision Level, Decrease Subdivision Level. You can hold <strong>Shift</strong> while dragging a handle to turn grid snapping off.<br>
<table width="100%" border="0" cellspacing="3" cellpadding="3">
<tr>
<td width="33%"><b>Usage:</b> Select two linedefs or two groups of linedefs: </td>
<td width="33%">Then activate the Bridge mode by using the keyboard shortcut or tool button (<img align="texttop" src="bridgemode_icon.png" />):</td>
<td>Make some changes, then press the OK button or Enter to accept, or Cancel/Esc to cancel:</td>
</tr>
<tr>
<td align="center"><img src="bridge1.jpg" /></td>
<td align="center"><img src="bridge2.jpg" /></td>
<td align="center"><img src="bridge3.jpg" /></td>
</tr>
</table>
<h2>Options window</h2>
<table width="100%" border="0" cellspacing="3" cellpadding="3">
<tr>
<td valign="top"><img src="bridge_settings.jpg" /></td>
<td><b>Align floor and Align ceiling drop downs</b> let you choose how the heights of created sectors are <a href="#interp_modes">interpolated</a>.<br>
<b>Brightness drop down</b> lets you choose how the brightness of created sectors is interpolated.<br>
<b>Subdivisions</b> controls how many subdivisions a bridge has. You can also use "Increase Subdivisions" and "Decrease Subdivisions" actions to control this by using keyboard shortcuts.<br>
<br>
Activate <b>Mirror mode</b> to mirror paired handle movement:<br>
<img style="display:block" src="bridge_mirror.jpg" /><br>
Activate <b>Copy mode</b> to copy paired handle movement:<br>
<img style="display:block" src="bridge_copy.jpg" /><br>
If a shape crosses itself, you can press the <b>"Flip Lines"</b> button to fix this:
<img style="display:block" src="bridge_flip.jpg" /><br>
<br></td>
</tr>
</table>
<h2>Interpolation modes:<a id="interp_modes"></a></h2>
<table width="100%" border="0" cellspacing="3" cellpadding="3">
<tr>
<td width="200px">&nbsp;</td>
<td><strong>Highest ceiling</strong></td>
</tr>
<tr>
<td>&nbsp;</td>
<td><strong>Lowest floor</strong></td>
</tr>
<tr>
<td>&nbsp;</td>
<td><strong>Linear interpolation</strong></td>
</tr>
<tr>
<td><img align="middle" src="bridge_easeInSine.jpg" /></td>
<td><b>EaseInSine interpolation</b> - interpolates heights using sinusoidal (sin(t)) easing in.</td>
</tr>
<tr>
<td><img align="middle" src="bridge_easeOutSine.jpg" /></td>
<td><b>EaseOutSine interpolation</b> - interpolates heights using sinusoidal (sin(t)) easing out.</td>
</tr>
<tr>
<td><img align="middle" src="bridge_easeInOutSine.jpg" /></td>
<td><b>EaseInOutSine interpolation</b> - interpolates heights using sinusoidal (sin(t)) easing in/out.</td>
</tr>
</table>
<h2>Setting lower/upper textures:</h2>
If you are going to connect sectors with different ceiling and/or floor heights, you'll generally want to set upper and/or lower textures. To do this, set upper or lower textures to linedefs, which will be used to define the shape of the bridge. <br>Let's say we want to make a stairway out of these lines:
<table border="0" cellspacing="3" cellpadding="3">
<tr>
<td><b>2D-view:</b></td>
<td><b>3D-view:</b></td>
</tr>
<tr>
<td valign="top"><img src="bridge_tex1.jpg" /></td>
<td><img src="bridge_tex1_3d.jpg" /></td>
</tr>
</table>
<br>
If you bridge these linedefs right now, you'll have lots of unset textures:
<br>
<img src="bridge_tex2_3d.jpg" />
<br><br>
Instead of setting them all by hand, set the upper and lower textures of those linedefs, which will be used to create this shape (you need to set only one linedef of the pair):
<br>
<img src="bridge_tex3.jpg" />
<br><br>
If you bridge linedefs now, all upper/lower textures will be set:
<br>
<img src="bridge_tex4_3d.jpg" />
</p>
</div>
</body>

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@ -29,5 +29,4 @@ Press "<strong>Continuous drawing</strong>" button on the mode panel to disable
Press "<strong>Auto-finish drawing</strong>" button on the mode panel to automatically finish drawing when currently drawn lines and already existing level geometry form a closed shape.<br>
You can use the mode panel or &quot;<strong>Increase Subdivision Level</strong>&quot; and &quot;<strong>Decrease Subdivision Level</strong>&quot; actions to control how detailed the curve is:
<br>
<img src="draw_curve.jpg" /></div>
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@ -27,11 +27,7 @@ This mode lets you draw various ellipsoid shapes.<br>
Press "<strong>Continuous drawing</strong>" button on the mode panel to disable automatic switching to previous editing mode after finishing drawing.<br>
You can use the mode panel or &quot;<strong>Rotate Clockwise</strong>&quot; and &quot;<strong>Rotate Counterclockwise</strong>&quot; actions to rotate the shape.<br>
You can use the mode panel or &quot;<strong>Increase Subdivision Level</strong>&quot; and &quot;<strong>Decrease Subdivision Level</strong>&quot; actions to control the number of sides ellipse has.<br>
<img src="draw_ellipse1.jpg" />
<br>
You can use mode panel or &quot;<strong>Increase Corners Bevel</strong>&quot; and &quot;<strong>Decrease Corners Bevel</strong>&quot; actions to bevel the ellipse: <br>
<img src="draw_ellipse2.jpg" />
<br>
You can use mode panel or &quot;<strong>Increase Corners Bevel</strong>&quot; and &quot;<strong>Decrease Corners Bevel</strong>&quot; actions to bevel the ellipse. <br>
When using &quot;<strong>Increase/Decrease Corners Bevel</strong>&quot; actions, the bevel increment is based on the current grid size.</p>
</div>
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@ -27,6 +27,5 @@
Change "<strong>Lock slices to grid</strong>" setting to match slices number to current grid size horizontally, vertically or in both directions.<br />
Check &quot;<strong>Triangulate</strong>&quot; if you want to create triangles instead of quads.<br />
Check "<strong>Continuous drawing</strong>" to disable automatic switching to previous editing mode after finishing drawing.</p>
<p><img src="draw_grid_tri.jpg" alt="" /></p>
</div>
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@ -25,13 +25,7 @@ This mode lets you draw various rectangle shapes.<br>
<br>
You can activate this mode by pressing <strong>Ctrl-Shift-D</strong> (default key).<br>
Press "<strong>Continuous drawing</strong>" button on the mode panel to disable automatic switching to previous editing mode after finishing drawing.<br>
You can use the mode panel or &quot;<strong>Increase/Decrease Subdivision Level</strong>&quot; and &quot;<strong>Increase/Decrease Corners Bevel</strong>&quot; actions to change corner bevel amount and detail level:
<br>
<img src="draw_rectangle1.jpg" />
<br>
Negative bevel values are also supported:
<br>
<img src="draw_rectangle2.jpg" />
You can use the mode panel or &quot;<strong>Increase/Decrease Subdivision Level</strong>&quot; and &quot;<strong>Increase/Decrease Corners Bevel</strong>&quot; actions to change corner bevel amount and detail level. Negative bevel values are also supported.
<br>
When using &quot;<strong>Increase/Decrease Corners Bevel</strong>&quot; actions, the bevel increment is based on the current grid size.</p>
</div>

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<strong>Limitations:</strong><br />
The model should be triangulated.<br />
Polygons should not overlap each other when viewed from the top.<br />
<p><img src="terrain1.jpg" alt="" width="842" height="722" /></p>
<p><img src="terrain2.jpg" alt="" width="842" height="632" /></p>
</div>
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@ -18,8 +18,6 @@
Hold <strong>Alt</strong> in <strong>Sectors </strong><strong> mode</strong> to (de)select things inside of (de)selected sectors when using regular, paint and rectangular selection. This behaviour is inverted when &quot;<strong>Syncronized Things Editing</strong>&quot; option is enabled.<br />
Hold <strong>Alt</strong> in<strong> Linedefs mode</strong> to (de)select things inside of rectangular selection marquee. This behaviour is inverted when &quot;<strong>Syncronized Things Editing</strong>&quot; option is enabled.</p>
<p>Current behaviour is indicated by the selection outline: additive selection uses the Highlight color, subtractive selection uses the inverted Highlight color.
<p>The Rectangular selection mode in <strong>Sectors</strong> and <strong>Linedefs</strong> modes can be toggled between &quot;Select inside&quot; (classic behavior: only map elements which are fully inside selection will be affected) and &quot;Select touching&quot; (map elements which are partially inside selection will be also affected) using this button in the toolbar:
<p><img src="selection_mode_btn.jpg" alt="" width="260" height="30" /><br />
<br>
<p>The Rectangular selection mode in <strong>Sectors</strong> and <strong>Linedefs</strong> modes can be toggled between &quot;Select inside&quot; (classic behavior: only map elements which are fully inside selection will be affected) and &quot;Select touching&quot; (map elements which are partially inside selection will also be affected).
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<p><b class="fat">Integer (random)</b><br />
Randomly picks an integer value between provided minimum and maximum value. To use it, change the UDMF field type to &quot;Integer (Random)&quot; and enter a value as 'min max'.<br />
<strong>Technical notice:</strong> this field type is considered &quot;virtual&quot;, because it cannot be saved in a map, so it will be converted to &quot;Integer&quot; type after clicking OK in an Edit form.<br />
<strong>Example:</strong><br />
Here, the field 'user_test' will be added to all selected map elements, and in all of them this field will have a random value from 1 to 123:</p>
<p><img src="randomint.jpg" alt="" width="329" height="56" /></p><br />
<p><b class="fat">Decimal (random)</b><br />
Same as "Integer (Random)", but for decimal values.<br />
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<li>
<h3><a name="scripting" id="scripting"></a>Scripting:</h3>
<ul>
<li><a href="scripting/acs.html">Enhanced scripting workflow</a>.</li>
<li><a href="scripting/snippets.html">Code snippets.</a></li>
<li>Enhanced scripting workflow</li>
<li>Code snippets.</li>
<li>Added support for multiple ACC compilers.</li>
<li>BCC script compiler (<a href="https://github.com/wormt/bcc/">https://github.com/wormt/bcc/</a>) is bundled with GZDB.</li>
<li>Script type can be chosen when creating or opening a map, and can be changed in Map Options form.</li>
@ -160,16 +160,10 @@
<li>Things selection, dragging and deletion can be syncronized with sectors selection, dragging and deletion by enabling <strong>Sectors -&gt; Syncronized Things Editing</strong> menu item / <strong>Syncronized Things Editing</strong> toolbar button.</li>
<li>Things can be (de)selected by holding the <strong>Alt</strong> key when (de)selecting sectors. <strong>Alt</strong> key behaviour is inverted when <strong>Syncronized Things Editing</strong> option is enabled.</li>
<li>Sector Tag and Effect can now be shown on top of sectors. You can use &quot;<strong>View Tags and Effects</strong>&quot; button to toggle this overlay.
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="sectors_mode/toggle_effect_overlay.jpg" alt="" /></div>
</li>
<li><strong>[UDMF]</strong> Create Brightness Gradient option can work in 5 modes:
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="sectors_mode/gradientmodes.jpg" alt="" /></div>
<li><strong>[UDMF]</strong> Create Brightness Gradient option can work in 5 modes.
</li>
<li>Sector Info panel shows the number of sector's sidedefs as well as light and fade colors (UDMF only):
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="sectors_mode/sector_info.jpg" alt="" /></div>
<li>Sector Info panel shows the number of sector's sidedefs as well as light and fade colors (UDMF only).
</li>
<li>&quot;<strong>Flip Linedefs</strong>&quot; action is now available from Sectors mode. It will try to align linedefs, so their front (or back) point towards the same sector.</li>
</ul>
@ -189,10 +183,7 @@
<h3><a name="things" id="things"></a>Things mode:</h3>
<ul>
<li>Several thing types can now be selected at once in Thing Edit form. If you do so, a type randomly chosen from selected ones will be assigned to each selected thing. <a href="things_mode/multiple_thing_types.html">More info</a>.</li>
<li>You can filter selected things by type using Filter Things form (<strong>Things -&gt; Filter Things...</strong>).
<input class="spoilerbutton" type="button" onclick="ToggleSpoiler(this);" href="javascript:void(0);" value="Show image"/>
<div style="display: none; margin: 0px; padding: 6px; border: 1px inset;"><img src="things_mode/filter_selection.jpg" alt="" /></div>
</li>
<li>You can filter selected things by type using Filter Things form (<strong>Things -&gt; Filter Things...</strong>).</li>
<li>You can clone selected/highlighted things by holding &quot;Shift&quot; before starting to drag them.</li>
<li>New action: &quot;<strong>Point Thing to cursor</strong>&quot;. <a href="things_mode/pointthing.html">More info</a>.</li>
<li>New action: &quot;<strong>Align Things To Linedef</strong>&quot;.</li>

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<div id="gz_title"><h1>Multiple engines per game configuration</h1></div>
<div id="contents">
<p>Multiple engines can now be setup for each game configuration by clicking on the + icon:</p>
<img src="multi_engines1.jpg" />
<p>Choose which engine to use in the <b>Test Map</b> -> <b>Engine</b> drop down:</p>
<img src="multi_engines2.jpg" />
<p>Multiple engines can now be setup for each game configuration by clicking on the + icon.</p>
</div>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
<style type="text/css">
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.style1 {color: #0066FF}
.style2 {color: #006600}
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<div id="gz_title"><h1>Enhanced scripting workflow</h1></div>
<div id="contents">
<table width="100%" border="0" cellspacing="3" cellpadding="3">
<tr>
<td valign="top"><p><b>GZDoom Builder</b> includes many features to help you to assign and edit scripts easier.</br>
</br>
The Script editor now has a &quot;Script names&quot; drop down, which allows you to view and select individual scripts faster.</br>
</p>
<h3>Pseudo-named scripts</h3>
If you add a comment after the script's opening brace like so:</br>
<p><span class="style1">script 1 (void) {</span> <span class="style2">//My Pseudo-named script</span></br>&emsp;&emsp;[code]</br>
<span class="style1">}</span></p>
it will be used as the script name in the &quot;Script names&quot; drop down and in the Thing and Linedef Edit forms drop downs (the example script will be named as &quot;<strong>[1] My Pseudo-named script</strong>&quot;).</br>
</br>
<p><b>Notice:</b> &quot;Script names&quot; drop down items are updated when the script is compiled successfully.</p></td>
<td><img src="acs_scripteditor.jpg"/></td>
</tr>
<tr>
<td valign="top"><p>Thing and Linedef scripts can now be set much easier.</br>
</br>
<b>Notice:</b> to remove a named or regular script, clear the script selector text box</p>
</td>
<td><img src="acs_thing2.jpg"/><br /><br><img src="acs_thing1.jpg"/></td>
</tr>
<tr>
<td valign="top">If a Thing or a Linedef has a named script attached to it, it will be shown in the info panel.</td>
<td><img src="acs_infoex.jpg"/></td>
</tr>
</table>
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<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
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color: #990000;
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<div id="gz_title">
<h1>Code Snippets</h1>
</div>
<div id="contents">
<div style="float:right; padding-left:10px;"><br /><img src="snippets1.jpg"/></div>
<p>In the Script Editor you can use and create code snippets, which are small blocks of reusable code that you can insert where you need it in your code.</p>
<p><strong>Using code snippets:</strong><br />
To use a snippet, pick it from the drop-down menu.<br />
Alternatively, type the name of a snippet (or place the cursor at the end of already existing one), then press the <strong>Tab</strong> key to expand it.<br /><br />
<strong>Example:</strong> to create the while loop, type &quot;<strong>while</strong>&quot;, then press the <strong>Tab</strong> key:<br />
<img style="padding-right:16px;" src="snippets_expand1.jpg"/><img src="snippets_expand2.jpg"/></p>
<p><strong>Creating new code snippets:</strong><br />
Code snippets are plain text files stored in [GZDB]\Snippets\[category], so just create a new text file there and add the code you want to it.<br />
There are several special tokens you can use: </p>
<ul>
<li><strong>[EP]</strong> (Entry Point) - that's the place where the cursor will be placed after inserting a snippet.</li>
<li><strong>[LB]</strong> (Line Break)
- these will be converted to line breaks when &quot;<strong>Allman-style bracing in snippets</strong>&quot; (located in Preferences -&gt; Appearance -&gt; Script Editor) setting is enabled, or a space character when it's not.
</ul>
<span class="style1">Warning:</span> snippet's file name must not contain spaces.
<p><strong>Creating new code snippets for custom scripting configurations:</strong><br />
To add snippets to a scripting configuration, which doesn't already have existing snippets (&quot;Insert a Code Snippet&quot; drop-down is disabled in the Script Editor), you'll have to:</p>
<ol>
<li>Add a new folder inside of &quot;Snippets&quot; folder (for example, &quot;[GZDB]\Snippets\Decorate&quot;).</li>
<li>Add the &quot;<strong>snippetsdir</strong>&quot; parameter to a scripting configuration, in which you want to use snippets, and set it to the folder name you've just created (for example, <strong>snippetsdir = &quot;Decorate&quot;;</strong>).</li>
<li>Add the snippets to the folder you've created.</li>
</ol>
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<div id="contents">
<p>Several thing types can now be selected at once in the Thing Edit form. If you do so, a type randomly chosen from selected ones will be assigned to each selected thing.<br /><br />
<strong>Example</strong>. Let's say you have a typical slaughterwad and want to add some monster vatiety:<br />
<img src="multithingtype1.jpg"/></p>
<p>Select all monsters, and pick several monster types:<br />
<img src="multithingtype2.jpg"/></p>
<p>Click OK and there you have it: <br />
<img src="multithingtype3.jpg"/></p>
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